
datablock WheeledVehicleTire(BlockoWW2TankTire) {
	shapeFile = "Add-ons/Vehicle_Tank/emptyWheel.dts";
	
	mass = 10;
	radius = 1;
	staticFriction = 2;
	kineticFriction = 2;
	restitution = 0.5;
	
	lateralForce = 18000;
	lateralDamping = 4000;
	lateralRelaxation = 0.01;
	
	longitudinalForce = 14000;
	longitudinalDamping = 2000;
	longitudinalRelaxation = 0.01;
};

datablock WheeledVehicleSpring(BlockoWW2TankSpring) {
	length = 0.4;
	force = 4000;
	damping = 1000;
	antiSwayForce = 6;
};

//datablock ShapeBaseImageData(BlockoTankGunImage : rocketLauncherImage) {
//	shapeFile = "base/data/shapes/empty.dts";
//	
//	mountPoint = 1;
//	
//	projectile = TankShellProjectile;
//	
//	casing = GunShellDebris;
//	shellExitDir = "0 -3 -3";
//	shellExitOffset = "0 -2 -2";
//	shellExitVariance = 15;
//	shellVelocity = 10;
//	
//	stateName                    [0] = Activate;
//	stateTimeoutValue            [0] = 0.1;
//	stateTransitionOnTimeout     [0] = Ready;
//	stateSound                   [0] = ""; // weaponSwitchSound
//	
//	stateName                    [1] = Ready;
//	stateTransitionOnTriggerDown [1] = Fire;
//	stateAllowImageChange        [1] = true;
//	stateTransitionOnNoAmmo      [1] = NoAmmo;
//	stateSequence                [1] = Ready;
//	stateScript                  [1] = OnReady;
//	
//	stateName                    [2] = Fire;
//	stateTransitionOnTimeout     [2] = Smoke;
//	stateTimeoutValue            [2] = 0.1;
//	stateFire                    [2] = true;
//	stateAllowImageChange        [2] = false;
//	stateSequence                [2] = Fire;
//	stateScript                  [2] = onFire;
//	stateWaitForTimeout          [2] = true;
//	stateEmitter                 [2] = rocketLauncherFlashEmitter;
//	stateEmitterTime             [2] = 0.05;
//	stateEmitterNode             [2] = Barrel;
//	stateSound                   [2] = TankShotSound;
//	stateSequence                [2] = Fire;
//	stateEjectShell              [2] = true;
//	
//	stateName                    [3] = Smoke;
//	stateEmitter                 [3] = TankSmokeEmitter;
//	stateEmitterTime             [3] = 1.0;
//	stateEmitterNode             [3] = Barrel;
//	stateTimeoutValue            [3] = 0.1;
//	stateSequence                [3] = TrigDown;
//	stateTransitionOnTimeout     [3] = CoolDown;
//	
//	stateName                    [4] = Reload;
//	stateTransitionOnTriggerUp   [4] = Ready; //NoAmmo
//	stateSequence                [4] = TrigDown;
//	
//	stateName                    [5] = CoolDown;
//	stateTimeoutValue            [5] = 10;
//	stateTransitionOnTimeout     [5] = Reload;
//	stateSequence                [5] = TrigDown;
//	
//	stateName                   [6] = NoAmmo;
//	stateTransitionOnAmmo       [6] = Ready; //NoAmmo
//	
//	recoilImpulse = 1000;
//};
